enemies:
Here you'll find the newest concepts, descriptions, renderings or animations of enemies for NEO Basudusho.


first midboss:
The first midboss when crawling through the venting system. It will stick it's head out of a bigger ventint
pipe including the hands coming out left and right, grabbing the sides of the pipe. It will shoot a huge beam after it's eyes light up.
It'll also have some sort of the classic Alien mouth coming out the main mouth, which will shoot bouncing bullets.
Alien
fire fly:
This is one of the smaller midbosses. It's the mother of the small flies. It will hover around the player in circles or other patterns and attack by shooting laser beams or spread shots from the bendable tail. There's even a fast concept here. Unfortunately I do not have the time to do concepts for all the stuff.
fire flyfire fly concept
far too much faces (582 will be reduced), 256x256tex (will be reduced, 256 colors)

small fly:
A small fly which spawns from some kind of hive objects (will put a pic of the hives soon) It's one of the organic creatures which have a little bit more natural/diverse colors, compared to the mechanical stuff. These enemies appear in huger numbers (maybe I reduce the polys a little bit). The spawn up from the hive, move a little bit around in small circles, then fly directly at the player to hit him. After the hit, they are dead and gone. So the player has to shoot them, before they attack. To get entirely rid of these nasty bastards, the player needs to destroy the hives they are coming from.
small flysmall fly concept
90tris (will be reduced), 128x128tex (will be reduced, 256 colors)

multi tank:
Mechanical tank for the tech stages. Currently there are two forms: the green one will enter the screen and fire a laser beam at the player, adjust it's turret and fire again after 3 seconds. The blue one will enter the screen and fire in fast succession in 8 directions. After 3 seconds it fires again. Both tanks only move, if the player is out of the attack range of the tank (which will be 3 or for 4 grid units (has to be determined).
multitank Amultitank B
Green Tank: 142tris, 128x128tex (256colors), Blue Tank: 116tris, 128x128tex (256colors)

ground turret:
Ground turrets are stationary enemies for the tech stages. The center cylinder will pop up, if the player is in range or a trigger (or timer) is hit. If they are up, they can be shot by the player. If they are down, they cannot be hit. Currently there are two forms. The green one will pop up and shoot a spread of three bullets at the player, then hide again. The blue one will pop up and shoot in fast succession in 8 directions, then hide again. Both will pop up again after a given time or if a trigger is hit. If they are destroyed, their socket will stay and spawn sparkles.
groundturret Agroundturret B
Both turrets: 44tris, 64x64tex (256 colors) shared by both objects

rocket walker:
One of the bigger tech enemies. Walks in, stops, then shoots the 3 rockets in succession out of the screen. Markers appear (still to be done) on the ground, where the 3 rockets will hit. After the explosions, the walker will reload and either fire again or follow the player. Dying animation (2 frames) still missing. Blank walker (when the rockets are detached form the object) still missing. Not sure about the trail texture: do a texture with alpha or shade a few transparent polygons.
rocket walkerrocket walker walkrocket walker shootrocket walker reload
212tris incl. rockets (without firetrail), 128x128tex incl. rockets (256colors)